SciTransfer
EPIC-WE · Project

Youth Engagement Tools Using Game-Making for Cultural and Creative Industries

digitalTestedTRL 5

Imagine using a digital LEGO set to let teenagers rebuild a museum's history. Instead of just looking at old things, young people create their own video games to express what culture means to them. It's like a creative workshop that turns passive visitors into active designers.

By the numbers
12
partners
5
countries
3
European sites for research
6
total deliverables
The business problem

What needed solving

Cultural institutions and creative industries struggle to attract and engage young people, who often feel disconnected from traditional heritage. This leads to a lack of youth participation in shaping cultural values.

The solution

What was built

A system of Cultural Game Jams and a set of accessible resources for creating value-sensitive games. These tools allow youth to act as co-creators of culture.

Audience

Who needs this

Museum DirectorsGame Studio LeadsYouth Education ProvidersCultural Heritage Managers
Business applications

Who can put this to work

Gaming
SME
Target: Indie Game Studio

If you are an indie studio dealing with a lack of diverse user-generated content — this project developed game-making methods that allow youth to co-create culture-sensitive games. This helps you build games with deeper societal value and authentic youth appeal.

Tourism & Culture
any
Target: Museum or Heritage Site

If you are a heritage site dealing with low youth attendance — this project developed Cultural Game Jams that turn visitors into co-creators. This increases engagement by making cultural heritage interactive and attractive to a younger demographic.

Education
mid-size
Target: Vocational Training Center

If you are a training center dealing with a gap in creative digital skills for students — this project developed a system for youth to gain transferable creative and critical competencies. This prepares students for a competitive economic market through hands-on game design.

Frequently asked

Quick answers

What is the cost or price for implementing these methods?

Based on available project data, no specific pricing or cost structures are provided for the resulting resources.

Can this be scaled to an industrial level?

The project provides validated resources and a transferable system designed for organizations across Europe to replicate, suggesting a high potential for scaling across the creative sector.

What are the IP and licensing terms for the game-making tools?

Based on available project data, specific licensing terms are not mentioned, though the results are intended as accessible resources for European actors.

How does this integrate into existing cultural institutions?

It integrates via a system where youth, cultural institutions, and creative industries cooperate as active partners in game-making activities.

What is the timeline for deployment?

The project runs from 2023-03-01 to 2026-02-28, with results becoming available as the research and innovation actions are validated.

Consortium

Who built it

The consortium is well-balanced for a digital-cultural project, consisting of 12 partners across 5 countries. It features a 25% industry ratio, including 3 industry partners and 2 SMEs, ensuring that the academic research from 3 universities is grounded in commercial reality and practical application within the game industry.

How to reach the team

Aarhus Universitet (DK)

Next steps

Talk to the team behind this work.

Contact us to access the validated game-making resources for youth engagement.